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steven lawson wrote:
Deadmanwalking wrote:
Rovagug vanished with Golarion.

Hold everything, why is this not the literal most important thing happening right now in the entire Starfinder universe? Rovagug, for those who haven't read much on him, literally destroys worlds and kills Gods, that's all he cares about. And they just drop that no one knows if he is still in the Dead Vault.

You have the most destructive and dangerous being in existence, whose blood created the Tarrasque and no one knows where he went? A dozen named gods and a number of unknown gods, couldn't kill him and at best locked him away.

Probably, because there is a bigger, nastier, god out there that is known simply as The Devourer. The Devourer doesn't stop at worlds and gods, it wants to destroy all reality. Kind of hard to get upset by he disappearance of a world destroyer when a full on reality destroyer is on the loose.


I've heard good things about Battelship Galaxies. It comes with 20 ships and a starfield hex board for around $40. I've also been looking at a lot of the Fantasy Flight Star Wars board games as they seem to have a lot of ship pieces that seem like they might work.


I have my own stats for Halflings and Half-Orc's that I will use rather than the book standard.

I am considering removing Half-Orc's entirely and just calling my half-orcs Orcs.

Characters add their Intelligence bonus for skills. (Rather than modifier.)

I use group initiative rather than individual initiative. (I find it inspires better teamwork, and it makes it so that not every last PC takes Improved Initiative.)

Characters add their Reflex save to initiative instead of their Dexterity bonus.

Improved Unarmed strike removes the Archaic tag from unarmed strikes and gives you the option of inflicting lethal damage.

Considering removing the Archaic tag from the game altogether.

Crew members of tiny spacecraft (i.e. fighters) may take two actions per turn.


75.) Your new enhanced reflexes came without a way to turn it off, meaning the smallest things now send you into Fight or Flight mode.

Now your best friend won't talk to you, despite your repeated apologies for throat-punching him, and that time you ran through the metal wall of the bar in an attempt to get away from your waitress... that really hurt.


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Captain collateral damage wrote:
Klingons are not Vesk.

Correct. The Gorn are Vesk.


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They may not be strictly gaming, but the terms neckbeard and fake geek really set me off, and actually calling someone by either term will get you bounced from my game and kicked out of my house.


Well, it wasn't so much for the good of the party, more to save my own skin...

A few years back I was in a 3.5 game where the Dm wanted us to level quickly, so was running level inappropriate encounters in order to do so. Needless to say this led to far more character deaths than actual leveling.

I was playing a wizard in the second session, due to the fact that my original character had died rather messily in the first session after trading critical hits with a cave bear.We had two new players and one of them decided to play a goblin rogue.

Now this rogue quickly turned into one of the most irritating characters I have ever had to deal with. I have never before been in a game where we at one point turned a party member upside down, shook him and had possessions from the rest of the parties characters actually fall out.

Anyway,we eventually end up raiding this cave that is suppose to be a Dragon's lair. While exploring a side passage we run into a pack of gargoyles, and we get our butts kicked. Around the second or third time that I suggest running, and no one listens, I retreat back to the main corridor.

...And see the dragon moving down the corridor, presumably coming to investigate the racket that we're making.

So I yell out to my teammates that the dragon is coming. At this point the goblin rogue comes hobbling out into the corridor. We were using random crit tables in the game and he had taken a critical hit that had twisted/busted his ankle, reducing his movement down to a five foot increment. At this point, I looked at him and said "Hey, what has two thumbs and can run faster than you? This guy!" at which point I cast expeditious retreat on myself and didn't stop running until the spell wore off. The rest of the party got out, and I the goblin even managed to survive somehow. Never messed with my character again though.


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Snowblind wrote:
...are Shadowrun's cover rules really that bad? Anything short of an actual tree big enough to take cover behind should do pretty much nothing against military grade rifle rounds from as far back as a century ago. Future(TM) guns should have no trouble whatsoever.

Part of it was just how the dice were misbehaving, and part of it was pure poor rules design. This incident was just really funny, but there were a couple others times where combat was stretched out far longer than it needed to be because of it. It eventually led me to abandon the 4th edition of the game, and I swore if I ever ran Shadowrun again, I would go back to the 2nd or 3rd edition.


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So the same Shadowrun game that the Troll judo-flip happened in. The group in the course of their adventures kick down a door, and the two goons inside the room flip over the table they were sitting at to use as cover.

Now this was a plain wooden table using the same stats as the rulebook gave for a plain wooden table.

Shots are exchanged, and the parties bullets... bounce off the table. More shots are fired, bigger weapons are brought out. The table remains unharmed. Grenades fly, the table is unscathed. The rigger calls in a drone, with two machine guns mounted on it. The table remains undamaged. Finally one of the groups Street Sams pulls a katana leaps into the air, and brings the blade down on the table. He scratched it ... barely. The party finally managed to kill the two goons behind the table, but never managed to really hurt the table. Knowing my players, I'm still a little bit surprised that they didn't decide to take the table with them after that.


Wait... you went to school in Galt didn't you? That explains it.


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So I have a friend, who the dice absolutely hate... not just his dice, but my dice, the dm's dice, pretty much anyone who sits at the table with him, their dice hate him. And it's not just rolling low. The dice always go to the result that will be the worst for him.

Add to this that he is incredibly impulsive, and well he goes through a lot of characters.

I have killed his character at least three times, all accidentally. (Okay, one of those is debatable, I still hold it was an accident, and an incredibly poor decision on my part.) This is, of course, as a fellow player. It does not count the times I've killed him as a DM, or even the amount of times that he has died because someone cast haste on him...

One time, we were in a new campaign and we end up in a chase. Our hobgoblin pursuers in their magical hovering "Battlewagon" closed in close enough to our normal wagon that characters could leap over to it. My friend, playing our rogue, gets the highest intiative, leaps onto the battlewagon and enters melee with the hobgoblins. The rest of the party... does not follow. From the bed of our wagon the wizard keeps casting spells, my archer keeps firing arrows, and our Cleric and even our Barbarian stay aboard firing crossbow bolts at the hobgoblins. Needless to say our rogue was getting the worst of that fight. Come my turn my Archer fires, and rolls a 1. Our game does use fumble rules but it has to be a 1 followed by missing your targets ac again. Their is no fumble table, the DM just rules whatever makes the most sense happens. I role again, miss and hit our rogue in the chest with an arrow. Gritting my teeth I roll my damage, and roll high.

I look up and hear my friend, "Yes, 1 hit point left! I fall to the ground and pretend that I'm dead!" The DM ruled the hobgoblin did not even question it. I actually saved our rogues life by shooting him in the chest with an arrow, and he got to live for a while longer until he was smashed into paste by an ogre's club in a different adventure.

Another time, I am running a Shadowrun game. Said unlucky player is playing a Troll Street Samurai who specialized in unarmed combat. The players managed to annoy the local mob, and ended up fighting some of their thugs on the street. No one special, mind you, just some basic "mob torpedoes" from the book. The Troll street sam comes at one of the mob thugs and throws a punch. I've never seen so many dice come up "1" at the same time before. I then rolled the toughs unarmed. There weren't near as many dice, yet they all came up "6".

I then got to describe to the group how a gigantic troll charged up to a 180 to 200 pound guy in a suit, throws a massive fist at him... and the mob guy calmly ducks under the blow grabs the massive arm and judo flips a 500+ pound Troll onto a parked car, demolishing the car, and making the Troll see stars.


487.Seemingly very stressed and worried, he is consulting with his top advisors on how to stop his most dangerous foe. A minion the PC's have dealt with before walks in and asks, "Wow, is this all for [the pc's group]?"

To which he replies, "Oh please, they're barely even an annoyance. This is all for [Foe x].

487b. Bonus points if foe x is a person or group that the pc's actually know and can't stand.

488. Attending a concert. (comedic; attending a boy band concert)

489. Performing in a concert. (comedic; performing in a boy band concert)

490. Talking to a recently captured ally of the pc's who is being held in a cell that is far more luxurious and comfortable than that characters normal living conditions.

491. Reviewing plans with his political advisors on the reforms that shall be made after he takes over.

491b. For those that listen to the plans he actually seems to be far more competent and caring than those who are currently in charge.

492. He is listening to the complaints of a band of villagers about the terror plaguing the countryside. He actually seems concerned for his people.

492b. The terrors are the pc's.

492c. "What do you mean they burned down an orphanage? What kind of monsters do that?"


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I was thinking about posting some of the most recent drama my groups gone through, but reading this thread reminded me of the actual worst gaming experience of my life.

This was back when I was either a sophomore or junior in high school, so either 92 or 93.

A little background, I grew up in a small, fairly religious town, the type where if the people don't understand something, it must be evil...

Yep. I lived in a town where Dark Dungeons was taken seriously, and we weren't even allowed to have halloween parties.

Needless to say my group of friends/gaming group and I were the outcasts in our school. We always ate together at lunch, and usually had three yo four other people there who weren't gamers, but were also at the bottom rung of our school's social ladder.

One of there guys was annoying, just out and out irritating. We still let him sit with us because it really sucks to not have someplace to eat your lunch in peace.

One weekend, we have a game of Shadowrun planned. Five of us showed up, lets call them Leader, Twink, Red, Linebacker, and myself showed up at our sixth members house. Let's call him Test. Irritating guy is there. Now we never invited irritating guy to the game, and I'm pretty sure we never even told him where Test lived.

Anyway Leader and Twink try subtly hinting to Irritating guy that he should probably go as we hauled our stuff into the garage/shop/building that we gamed in. (I'm not honestly sure what it's purpose was, all I really remember was that it had a metal door, which is important later.) Irritating guy doesn't take the hint.

We set up for the game. Test and Twink politely ask Irritating Guy to leave. He doesn't.

We actually start the game, trying to ignore Irritating Guy. But he will not be ignored, and Leader, flat out tells him, "You were not invited. we do not want you here. Leave. Now." Irritating Guy ignores him, and Leader repeats his warning Irritating Guy ignores him again.

So, Twink, Test, Red and Leader bodily carry Irritating Guy, who is kicking and screaming all the way, out of the building and dump him on the lawn. A pink belly may have been involved. Yeah, we're teenagers, we're immature.

A little while later, the game has finally gotten underway when we hear a heavy pounding on the door. We roll our eyes make some comments and try to continue. The pounding continues.

Finally Linebacker gets up and opens the door. Now Linebacker, has his alias implies was actually on our school's football team, so it was probably fortunate for us that he was the on who opened the door.

He caught the axe Irritating Guy swung at him, by the handle, right underneath the axehead, took the axe away, calmly put it down, and then proceeded to beat the holy living hell out of Irritating Guy.

As Irritating Guy ran off bawling, Test loudly proclaimed "Alright! Nobody tells their parents!" We all looked at him like he was stupid. Everyone in that room already knew that really wasn't an option.


179. Shadow. While the shadow you cast does behave normally, it's not the shadow of a person of your species. And walking around with the shadow of, say a dragon or a demon does have a tendency to make the locals suspicious.

180. Animals. You are beloved by animals, so much so that it's actually quite annoying. You can't sit down in public without getting smothered by the local dogs and cats. Pigeons and squirrels have a tendency to follow you around, and you have been tracked down by a large dangerous animal (say a tiger or a bear) at least once in your life, only to discover that they wanted you to scratch them behind the ears. Of course anytime danger arises, all the animals mysteriously disappear.

181.Instead of pupils, you have little symbols in your eyes, like skulls or hourglasses.

182. When you speak all those who can hear you hear you as if you were standing right next to them, without the need to raise your voice.


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Possibly because of your ability to manipulate magical energies, a curse, or interaction with a magical artifact, the laws of reality just don't seem to work right around you anymore.

1. Gravity. Items dropped around you fall at different rates of speed. Coins commonly land on their sides. Occasionally an item will pause in mid-air for a moment before it continues downwards.

2. Reflection. Your reflection seems less like a reflection, and more like there is a being impersonating you on the other side of the mirror. Additionally, when your alone and have your back turned, you could swear it makes faces at you. You haven't been able to catch it yet though.

3.Wind. Your hair and clothes always act as if your standing in a breeze. Additionally, if there actually is wind, they always seem to blow against it.


7. Trapspringer. Fill a bag with 100 lbs. of worthless items (rocks, sand, spoiled foodstuffs, whatever) and have the unseen servant drag the bag in whatever direction the party wants to travel. It is advisable to bring multiple bags or have decent sewing skills.


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197. Walk into a bar in a city that hates a certain race/nationality (that one of the adventurers happens to be) and when one of the bar patrons makes the inevitable racist remark, brutally murder them.

197b. Get confused when the rest of the bar patrons run screaming from the bar shouting for the Guard.

197c. Get even more confused when they find out that they are to be arrested, put on trial, and, if found guilty, executed for their crime.

198. Take absolutely everything they find that isn't nailed down.

198b. If equipped with a crowbar and a hireling, take everything that is nailed down as well.


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Trigger Loaded wrote:

115: Evil cultists who sacrifice children to their dark god, tyrannical warlords who torture and subjugate their population to crush all hopes and dreams, and vile necromancers raising armies of the dead will be battled with absolutely no gravitas, treated as simply another threat, dispatched with pithy one-liners and unwavering bravado
115b: However, pickpockets or thieves who manage to steal a few items from them, will be ruthlessly hunted down with a seriousness and determination that makes the Inevitables raise their metallic eyebrows, and when caught, they will exact a vengeance that makes a Kyton shudder.

Oh yeah. Had a campaign with a Redcap serial killer, an insane queen trying to sink an entire city, an assassin that actually captured a player character and cut off his finger, a Necromancer that was killing and raising townsfolk as undead and an evil cult that was kidnapping and sacrificing children. But the villain the party truly hated? A thief who stole from them. Not one of their expensive magic items or even a coin purse. He stole their carriage. A carriage they would have had to abandon as they went into the mountains anyway. Just when I though they couldn't get anymore angry with him either the found the remains of their carriage. (It had been used as firewood.) They would have gone to the ends of the planet to kill this guy. As it was when they did catch up to him they not only killed him but a couple of people who happened to be standing near him. But the true beauty of it all was after all that I attached the thief's ghost to one of the magic items they looted off his corpse. (And later on when the character who had that magic item died, I attached his ghost to the item as well.)

Their most hated enemy, and he would mock the party forever. (Unless they actually got rid of a useful magic item, but, come one, they're PC's...)


We've had a hard time finding new players since our FLGS closed down a few years ago We usually game twice a month on Friday or Saturday. Primary requirements are that you are reliable and can play well with others.


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I used it once to dump out an enemy archers quiver. The DM gave me extra xp for that. Personally I just wanted the guy to stop shooting at me.


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DM says: Would anyone else like to make a Perception check?
DM means: There's a secret door there that's critical to the story. Would somebody please roll above a 2 so we can get on with it?


As has been mentioned there is the Lupin race (Dragon #325, or Dragon Compendium.)

The is also the Sibbecai from Arcana Unearthed/Arcana Evolved


If this is anything like Michael Stackpole's other novels, it will be awesome!


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I think it's just easier to use tha current system and assume that this :http://www.giantitp.com/comics/oots0122.html happens quite a bit to adventurers.


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Reminds me of a conversation in a game I once played in...

GM: All right, so what kind of clothes are you wearing?

Paladin: Chainmail.

GM: No, your clothes not your armor.

Paladin: I'm not wearing clothes. That's why I have armor.

GM: Now let me get this straight, your not just wearing armor, with nothing on underneath, but you wearing chainmail?

Paladin: Yeah...

Me: That seems like that would chafe...


They are still working on it.


Distance Thrower (Ultimate combat) reduces penalties to thrown weapons due to range by 2, effectively doubling your initial range increment.

Throwing in Far Shot afterwards effectively triples it.

Neither feat will increase your max range, and once your past the initial double (or triple) range increment you'll still be accruing penalties for each normal range increment you go past.

Example: Dagger has a normal range increment of 10 ft. With Distance thrower you can throw it 20 ft. without penalty and take a -2 for each 10 ft. you go past 20.

If you have Distance Thrower and Far Shot you can throw a dagger 30 ft. without penalty and take a -1 penalty for each 10 ft. you go past 30. In both cases your maximum range is 100 ft.


SR4 had the exact opposite problem. (at least in my experience)

GM:Okay so you get hit by the light machine gun. Roll body+armor while I roll damage. <after rolling> ... and you take no damage, for like the fifth time tonight.

Needless to say, combat took forever.


Yeah I used to love Shadowrun as well, but 4th was such a disappointment. Last year when 5th was coming out I asked the rep at free RPG day about it. He seemed really excited about, and everything he told me made me not want to play it.

I've told my players that if I ever do Shadowrun again, I'm just going to break out my old 2nd and 3rd edition stuff.


Back in the 3.x days, we played with a guy who had what I guess would be called "special snowflake syndrome" He was always going off on his own, would never listen to the other members of the party, and who would often take actions that were out and out stupid. The last time we played with him, he managed to roll up a character with 4 18's and two 16's. Even with that character he managed to contribute absolutely nothing to the party. (Well, other than humor when his own actions would inevitably come back to bite him.)


55. Someone steps on another persons foot.
56. Someone causes another person to spill their drink.
57. Somebody "Eyeballs" a PC.
58. Someone order's milk, sassparilla, or some other non-alcoholic drink.


DungeonmasterCal wrote:
Gawd I miss DC Heroes... are you using the old Mayfair rules or the Mutants and Masterminds rules?

If the game ever gets going, it will be the Mutants and Masterminds version.


We did Star Wars:Edge of the Empire for a while. Right now our alternate system is actually 1st edition AD&D. We do have one person trying to start up a DC Heroes game, but there hasn't been too much interest in it.


I can swim decently well, but I didn't learn until I was almost a teenager. Part of the problem seemed to be that everyone who tried to teach me insisted I start by swimming on my back, which I didn't like and wasn't good at. (Even today I dislike swimming/on my back.)

I do have at least three friends who cannot swim. Each of them is absolutely terrified of the water.


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If it was just the problem player, it's a problem you could solve, but in this case it sounds like the GM is as big of a problem. You need to exercise the one piece of power that every player has over the GM and leave the game.


Chaotic Evil. He's just a version of chaotic evil that people can actually work with.


Personally, I would say, have the character leave the party, give it something to the effect of three sessions, and then have the rest of the party find out said character was apprehended by local authorities, tried and executed for their crimes. (And if it was a crime actually committed during gameplay, so much the better.)


I3igAl wrote:
Wiggz wrote:
Pretty much a Two-Handed Fighter with all the standard feats that go with it. All of his flavor is straight up RP... classic example of how you don't need to be some bizarre race to have an interesting character that's fun to play.

This. Dump charisma as you would on any Fighter to simulate his scar.

And his personality.


Generally in the games I play in when perception checks get called for and the player rolls low, the default answer seems to be; "You find a tree." Yes this is usually done in the middle of a forest. Non forest replies tend to be more "You find a door" or "You find a wall."

There actually has been more than one occasion now, when the GM has called for a stealth check, and I'm playing characters who wear heavy armor that I've rolled negatives. My default response is, "I'm making enough of a racket that the rest of the party should get a bonus on their checks. I'm obviously causing a distraction."


56. Trophy Collector (3.5, PHB II)

57. Prone Shooter (Ultimate Combat)


112. Because no one in your party can find and/or disable traps.

113. Because you want an undead mouse for your familiar to play with.

114. You were recently turned into an undead yourself, and you figured "Hey, why not?"


There's also Single Blade Style from the Dragon Compendium (Originally from Dragon #301) gave you a +2 dodge bonus if you had nothing in your off hand and were wearing light or no armor. Had some pretty steep prerequisites though.


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Sadly yes. People were saying this would happen 20 years ago when NAFTA went into effect.


No the rogue misses the target. A natural 20 is the only roll guaranteed to hit the target, no matter what weapon you use.


129. The Gilded Pixie (Low class Inn that often shows up in my groups games)

130. The Dancing Unicorn

131. The Exploding Bear Tavern (Long story, but yes... PC's were involved.)

132. The Painted Sign (Blatantly stolen from fiction.)


I always take skill points. I usually at least consider the racial options, but I've yet to actually take one. When I DM I don't even allow the extra hit point option. (Then again, I'm very nice on hit points in the first place.)


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Winter Blanket. I've used them to make stretchers to haul unconscious party members (or important NPC's) Wet one down and draped it over myself before dashing down a fiery corridor, used them to help reinforce a shelter when we got caught in a hurricane, plus I like the idea of staying warm when I sleep.


Personally, when I read that chapter of Master of Devils, I just assumed they were twins. It wasn't until Radovan was talking about it in Queen of Thorns that I realized that he thought they were the same person.

I would honestly just run it as two different characters who look alike, and have a magic item that allows them to teleport to each others location, perhaps with a special Illusion effect to make it seem like they're the same person in two different bodies.


So a few months ago, we took a break from our regular campaign, as one of our regular players couldn't make it, and did a short campaign that lasted only a few sessions. (Until our regular player would once again be available.)

While creating characters, one of my players asked me that if he played an Inquisitor of Irori, would he get improved unarmed strike. At the time I ruled that no he would simply be proficient with an unarmed strike, as every other PC with simple weapon proficiency was, and he went with a different deity.

Now as time went on this bothered me. It's not as if giving him that ability would have been game breaking. And I started to think of all the times that I've seen players look at a deity for their cleric (and to a lesser extent, Inquisitor) and decide to go another route because of the favored weapon. And I started to think wouldn't it make sense that said holy warriors would receive some sort of special training with their deity's favored weapon?

As such I'm considering the following house rule for Clerics (And any other class that receives proficiency with their deity's favorite weapon.)

Deity's favorite weapon is Martial or Exotic - No Change

Deity's favorite weapon is Simple - Character receives Weapon Focus with that weapon.

Deity's favorite weapon is an unarmed strike - Character receives Improved Unarmed Strike as a bonus feat.

So what do you think? Is it game breaking? Bad Idea? Or reasonable house rule?


Another option I have seen used is to wear bracers of armor (+1 to +8 AC depending on the particular bracers, no max dex bonus) It won't work to well if you already have your arm slot filled though.

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